Okay, now for my input. I'm warning you, I'll have some lame questions as there are some things I'm simply not too familiar with.
New gravity allows for faster vertical movement and SHFFL'd attacks at the cost of recovery power.
I like the idea of faster vertical movement, as quick SHFFL's would be great. I don't mind if it affects his recovery, so long as it doesn't wreck it. Once the ledges have been fixed, I feel Falco's recovery game will be in a dangerous place. We have to act carefully to preserve his illusion, at least enough for it to be a dependable recovery.
U-tilt would be IASA straight into jump on 22ish, but would otherwise wait until 37 for all other actions. I'll have to actually test that 22 value, this is a rough guess.
IASA is one thing I'm not entirely familiar with. I looked it up and found that it stands for "Interruptible As Soon As Frames..." I'd assume that then means at the determined frame, the move can be canceled. So, if I am reading this correctly, his Utilt will be cancellable into a jump upon frame 22? If that's the case, that's a pretty cool idea, as it would negate Utilt spam, by way of other options. For example, you'd be able to cancel the Utilt on say, frame 22, into a jump then an aerial? Is that right?
Now the dair currently spikes 5-7, flubs 8-21. Replace the flub with a meteor with the same BKB as the strong hit, but very low growth.
I don't know what a flub hit is. Also, I'm unfamiliar with Lucas so I don't really know how his dair works. What would this change mean for Falco's Dair? Would it be comboable? Would it still spike? I'm sorry, but can this be explained a tad bit more vividly. :D
Additionally, raise the angle of D-throw and raise its base -- we want to remove his D-throw-Jab-D-throw CG on heavies, a strategy that skewed an already favorable matchup. Hopefully it will preserve DACUS followups.
I'm fine with removing this, as it's overkill for Heavies. I'd like to preserve the Dacus followups, if possible, however.
Just to update the changelist:
*Neutral / Tweak
+ Buff
- Nerf
(*) SHL @ current 2% Damage
(+) Higher Grav for better aerial movement, faster SHFFL'd attacks
(+) U-tilt IASA into Jump on 22, otherwise vBrawl 36 for anything
(+) Dair flub becomes meteor with extremely low growth (think Lucas Dair)
(-) Illusion moves slower at beginning to discourage fleeing the camp-site / slightly nerf recovery
(-) Gravity hurts recovery
(-) Remove D-throw/Jab/D-throw CG
With all of the changes in the distant to near future of Brawl+ pertaining the ledge game, the last thing Falco needs is to literally move SLOWER during the illusion. I think having a slightly more leniant window whereby to knock him out of the phantasm is fine, but to actually move more slowly is entirely nonsensical. It'll be difficult enough to recover when the edges don't auto sweetspot, and when the window is more lenient.
Overall, the SHL and tweak Illusion will still certainly allow for camping, but won't be as effective as before especially against tall characters over short characters. Furthermore, the loss of the CG also helps to smooth out these matchups.
The illusion and gravity settings should worsen his recovery, obviously.
I'd absolutely love to have quicker vertical movement, thus allowing for nice speedy SHFFLS, however, I really hope it doesn't effect his recover much.
Finally, we promote offensive action via the introduction of a psuedo/situational-pillar crafted from U-tilt and weak Dair and the better approach options provided by SHL.
It's difficult to predict how effective that will all turn out, but if he needs nerfs, I'd suggest either setting Illusion landing lag to 0.80x or trimming away damage on a few moves, or putting a charge-timer on Lazorz akin to Bowser's Flame Breath.
A charge time on lasers? Eww. No way.
I'd love to see, in addition to any of the above changes, a JC Shine, as described in my previous post. Oh yeah, if the JC Shine connects with, and reflects projectiles, that should count as the fast, cancellable version as opposed to the lag you'd experience on a miss or shield hit. I'm actually afraid that a JC Shine would be too much of a nerf to the current shine... As it is, the current shine is spammable and safe. A JC Shine would be risky, but rewarding upon hit. Either way, I'd love to experiment with a JC Shine. The fact that it would take more skill, wouldn't be an EZ-Mode shine, and has more depth, is probably more than worth it. As I pointed out, seeing as how it's so much more punishable, and we all know it's easy enough to block a shine, the shine should start as fast as it did in vBrawl, which, if I'm not mistaken, is 2 or so frames faster.
It is mostly functional as of the 27th iteration, completed at 11:30 this evening. The FF window has been mostly fixed up, the lasers hit Squirtle, the debug-explosion effects removed, and the momentum bugs ironed out. We'll put a test version up when it's ready.
I'm pretty happy to hear that. Namely the part about hitting Squirtle. lol.